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			#1  
			
			
			
			
			
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 |  Charmed npcs do too much damage This one is hard to prove, however I have a midlevel enchanter here and on eqmac. My 28 enchanter here just destroys Mistmoore, whereas, my enchanter on eqmac also destroys everything, but his pet does not do nearly as much dps. NPCs hit for max on other npcs WAY too often here, and backstab in particular seems to be an issue. No real way to verify this other than suggesting the devs make enchanters on eqmac. No patch notes ever spoke about a general npc ac/atk change, so I have to imagine it's classic. | ||
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			#2  
			
			
			
			
			
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 |   wouldn't be that hard to prove really.  charm the same NPC on both servers, have them fight the same NPCs, keep logs, and parse them afterwards. 
				__________________ Escapegoat / Pharmakos / Madriax | ||
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			#3  
			
			
			
			
			
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 |   melee damage in general on p99 seems a bit higher than it was on live, mostly I think, due to the distribution of hits with too many being in the upper half of the damage range | ||
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			#4  
			
			
			
			
			
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 |   Like Adam9242 says, if there is an issue it gotta be because NPC's hit a tad better on EMU servers. It was first much later in game that they added a diminishing dps on charmed pets, because somewhere between Luclin and PoP, NPC's began to be designed around that you would always have a slower in group to slow them between 50 and 80% so they were redicolous OP'ed dps when charmed and hasted. Just be glad that it works so well here [You must be logged in to view images. Log in or Register.] | ||
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			#5  
			
			
			
			
			
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 |   Charm nerf is a month or so into gates of discord because of how crazy mob dps got and how it was being used to trivialize content 
				__________________ Checkraise Dragonslayer <Retired> "My armor color matches my playstyle" | ||
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			#6  
			
			
			
			
			
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 |   Quote: 
 Back on topic, AC values are what might be an oddity. We have the formula for determining Min-max range, and the values in between, what I don't remember us having was the actual AC values for mobs, or how to calculate it. 
				__________________ I have walked my way since the beginning of time.  Sometimes I give, sometimes I take & it is mine to know which and when. Quote: 
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			#7  
			
			
			
			
			
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 |   Quote: 
 Found awhile ago that the STR to ATK formula is not right here. It should only grant an efficiency-ATK bonus after it breaks the 75 point mark. floor((STR * 2 - 150) / 3) As for the Armor Mitigation and Avoidance for NPC's this is kind of difficult. NPC Avoidance is fairly easy as all it relies on is the NPC's Defense Skill and Agility. NPC Mitigation is difficult to determine what was actually used for this value. My best guess is that the NPC would have used the AC Hardcap determined by their level. This is from my other thread on Armor Class but I have found out a lot of stuff on there is wrong. The hardcaps for Mitigation AC based SOLELY on gear are close though (There is no hardcap on Spell or Class Bonuses). Melee (non casters) 60 - 289 59 - 275 58 - 261 57 - 247 56 - 233 55 - 219 54 - 205 53 - 191 52 - 177 51 - 163 50 - 149 or 50 - 160 40 - 119 or 40 - 130 30 - 89 or 30 - 100 20 - 59 or 20 - 70 10 - 29 or 10 - 40 1 - 2 or 1 - 10 Caster (Nec/Wiz/Mag/Ench) 60 - 385 59 - 366 58 - 348 57 - 329 56 - 310 55 - 292 54 - 273 53 - 254 52 - 236 51 - 217 50 - 198 40 - 158 30 - 118 20 - 78 10 - 38 1 - 2 + Monk Bonus for Mitigation + Iksar Bonus for Mitigation + Rogue Bonus for Mitigation + Spell Bonuses I have no idea how they determined the Avoidance and Mitiation AC for NPC Bosses above Level 60. Possibly could have used straight level for Avoidance (disregarding a 255 cap on Avoidance), but I doubt this because I think hit % stayed the same no matter level of the NPC. Mitigation could have used higher values such as below or possibly even doubling or tripling the hardcap. 60 - 289 61 - 303 62 - 317 63 - 331 64 - 345 65 - 359 66 - 373 67 - 387 68 - 401 69 - 415 70 - 429 | |||
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						Last edited by Treats; 07-01-2013 at 11:31 PM..
					
					
				
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			#8  
			
			
			
			
			
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 |   Also, there are still cases of mobs that just plain hit for too much, albeit mostly at low-mid levels.  Between that and combat generally still acting a little wonky, with an added dash of charm itself probably being modeled on the generous side, you have a recipe for charmed NPC's dominating. I suspect many of P1999's combat-related oddities stem ultimately from EQ Emulator being based on a version of EQ from after the great combat revamp of circa 2004. Danth | ||
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						Last edited by Danth; 07-02-2013 at 01:52 AM..
					
					
				
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			#9  
			
			
			
			
			
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 |   Charm resist/duration was nerfed on P99 pretty extensively, I do feel devs got that part correct.  What could still be off is AC/ATK/DMG calculations.  Loraen has already posted how little difference in NPC melee damage is made by increasing AC by 400, which shouldn't be the case.  I don't know if its clothies getting hit for too little or plate getting hit for too much, but I don't think the damage calculation considers AC accurately. 
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			#10  
			
			
			
			
			
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 |   Post logs here vs logs there. And by logs I mean like 100 fights of each server. Probably want to make some text files and link them in here rather than [/quote] blocks :P. But I do totally agree, seeing a dual wielding froglok quadding for spam 120s in Seb feels classic in absolutely no way. | ||
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